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My personal mentor, Alan Emrich, taught me 2 rules of game design, apparently as mentioned by Jim F. Dunnigan, a famous war-game analyst and war game designer. These are:

1) Use Available Resources (steal)

2) K.I.S.S. (Keep it simple, stupid)

It resonates through everything I do as a game designer. Is the game idea "stealing" with good judgement? Is it a "me too" kind of game? Are there too many other games like it? Is it too complicated? Can it be streamlined? Can the game do without this feature?

Board game day dream 000 – Hallo World!


Wow, okay. This is it. Here I am. The newest hatchling of our chicken mother 'Board Gaming'. Not able to do anything much except cooing and stagger along on my unsure feet.

Okay, stop that melodramatic nonsense noone wants to read!

Tradewars - Homeworld: Space Pirates expansion

In the process of thinking about the SOLO expansion scenario, I have re-hashed an old scenario concept I had.

I did not know how I was going to implement, I only knew that it was going to be that one (1) player was a Space Pirate and the opponents are trying to stop the Pirates from winning.

James Mathe joining Publisher Panel at Crafter Con

Crafter Con - Hosted by The Game Crafter

James Mathe, owner of Minion Games and the Game Universe retail stores, will sit on our publisher panel at Crafter Con. Just one more great reason why you should attend!

The Game Crafter announces new urgent queue for printing games quickly!

Ever since we launched The Game Crafter, people have been asking (some pleading, and others demanding) that we offer an urgent production queue. Sometimes it’s for a last minute birthday / wedding / christmas present. Other times it’s for a class project. And other times they’ve made some last minute changes before going to a game convention. Whatever the case we’re pleased to announce that we are offering an urgent queue.

Tradewars - Homeworld: New resources

Currently as of this writing the game only has three (3) resources:

  • Food
  • Minerals
  • Technology

However thinking about the *new* SOLO scenario that will be bundled with the game's next expansion, I think this revised list might be more appropriate:

  • Alloy
  • Contraband
  • Food
  • Isotopes
  • Medicine
  • Minerals
  • Polymers
  • Technology
  • Weaponry

Tradewars - Homeworld: Game Lab results

Today I got news about the *blind* playtests that occurred this month. A "Game Lab", a group of playtesters comprised of different gaming backgrounds from very experienced gamers to tabletop neophytes, has been putting our game "Tradewars - Homeworld" through their test lab.

Overall our game was given a 6.542 average score from a sample of twelve (12) different players. On Board Game Geek that would put our game in 663 position! Not too bad that means that we're in the Top 1,000 games...

Why I'm not a fan of crowd funding.

Kickstarter seems to be an amazing way of getting the funds necessary to fuel that passion project. It's a quick litmus test to see if your idea is even viable; if people like it, it's worth the funding, right?

But I'm just not a fan.

Don't get me wrong, if I see a project I think is amazing, I'll fund it. It's not the support of the idea that I'm opposed to, it's that I don't see myself doing this to promote any of my ideas.


Well there's a lot of reasons. I believe that successful ideas through IndieGoGo and Kickstarter have several things going for it. These are:

Tradewars - Homeworld: Solo expansion

Well this thread ( has got me thinking about *NEW* ways of implementing a SOLO expansion for the NEXT expansion of the game.

And I really need to THANK Joe (The Professor) for linking those articles on Board Game Geek (BGG).

The game is called "Tradewars - Homeworld" and I had been thinking about the NEXT expansion for the game. Although I have nothing in stone - YET - I do believe I want a HIGH-SCORE SOLO scenario which has everything to do with TRADING resources to get the highest possible score (in terms of trading resources).

Possible solutions to card draw

Disclaimer: This blog is merely my opinion. You may have better solutions, but the purpose of this is for people to try and spark their imaginations to find bigger, better designs for their games.

Card Drawing.

It happens in all games that have cards. It's the bread and butter of these games; it's even in my game. Wholly constructed, but beautifully randomized, drawing cards gives a sense of strategy, but puts it in a package of pure randomness. It's the marriage of thought and chaos.

But what is the practical reason for drawing cards?

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by Dr. Radut